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rename sog.GetEffectivePermissions() since its use is now limited to more specific task, and no longer on current effective(full) path. Note that change ownermask start to be current ownermask, and filter it to all parts basemask
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@@ -484,7 +484,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public uint GetEffectivePermissions(bool useBase)
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public uint CurrentAndFoldedNextPermissions()
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{
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uint perms=(uint)(PermissionMask.Modify |
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PermissionMask.Copy |
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@@ -492,18 +492,13 @@ namespace OpenSim.Region.Framework.Scenes
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PermissionMask.Transfer |
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PermissionMask.FoldedMask);
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uint ownerMask = 0x7fffffff;
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uint ownerMask = RootPart.OwnerMask;
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart part = parts[i];
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if (useBase)
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ownerMask &= part.BaseMask;
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else
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ownerMask &= part.OwnerMask;
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ownerMask &= part.BaseMask;
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perms &= part.Inventory.MaskEffectivePermissions();
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}
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